Search found 437 matches

by mmmPI
Wed May 13, 2020 8:04 pm
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 489

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem

Ok let's test it... Both screenshot with idle (left) state and when all trains on route (right) few minutes. Game speed x18. I'm not convinced. It's not because i can boil water at 100°C in my kitchen that water always boil at 100°C. Even though for the train problem it means that in some cases the...
by mmmPI
Wed May 13, 2020 2:53 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 6677

Re: Request: Max number of trains for stations

I have looked through 100 pages of the mod portal yesterday, was looking for something else but found those instead, i think they deserve mentionning in this thread. i haven't tested them quite yet but the descriptions sounds interestingly close to what this thread is about. https://mods.factorio.co...
by mmmPI
Wed May 13, 2020 2:33 pm
Forum: Duplicates
Topic: [0.18.22] inconsistent chain signal behaviour
Replies: 15
Views: 370

Re: [0.18.22] inconsistent chain signal behaviour

The big take away though is that stations are NOT signals (they are treated more like trains, but as a positive instead of a negative), and trains in a block make ANY signal leading to that block RED. A block with a station is always a positive (green) indicator, unless that block also has a train....
by mmmPI
Wed May 13, 2020 2:07 pm
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 489

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem

Depends... I'm not planning dynamically increase penalties, just increase it once, globally and only one. So, theoretically there is no performance issues. In usual cases i don't need to increase penalties so much, just rise it enough to cover all train park. I meant "increase over and over" during...
by mmmPI
Tue May 12, 2020 9:14 pm
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 489

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem

Btw, if wiki is right and " The train has waited at a chain signal for a multiple of 5 seconds. " and " If the trains has waited for a multiple of 30 seconds or if multiple train stops with the name of the destination exist, the train is forced to recalculate its path. " is worked as indeed, then t...
by mmmPI
Tue May 12, 2020 8:12 pm
Forum: Duplicates
Topic: [0.18.22] inconsistent chain signal behaviour
Replies: 15
Views: 370

Re: [0.18.22] inconsistent chain signal behaviour

It's the one I was referring to there but it's red, not green. I see you're doing something with wires so maybe that's why. I never set signals based on wires so don't know all the rules to that. If it had no wires, though, I'd expect it to be green. D looks like C, B, and F which are red. it does ...
by mmmPI
Tue May 12, 2020 7:29 am
Forum: Gameplay Help
Topic: Filter Stack +combinator
Replies: 10
Views: 362

Re: Filter Stack +combinator

caribou666 wrote:
Sun May 10, 2020 9:33 am
picture
those belts have a problem, lemme zoom in , oh wait, those aren't belts.

Only rationnal explanation is that there are hidden logistic bots inside the boxes that does all the magic :)
by mmmPI
Tue May 12, 2020 7:01 am
Forum: Ideas and Suggestions
Topic: Assign Trains to Schedules (Train Routes)
Replies: 61
Views: 6387

Re: The train menu should be used for scheduling

one problem i see despite all those you took into consideration is a situation where you have like from 10 trains to even more like 50 trains , 100 + , going from the same-named-station, to the same other named-station , but having different waiting conditions , those can be differences of 1 second ...
by mmmPI
Tue May 12, 2020 6:44 am
Forum: Duplicates
Topic: [0.18.22] inconsistent chain signal behaviour
Replies: 15
Views: 370

Re: [0.18.22] inconsistent chain signal behaviour

isn't this some kind of small-impact arbitrary decision on implementation ? it would seem like i grossly under-estimated the impact of the change from the developer point of view, and it doesn't seem as arbitrary as before now. the impact of the change for the players however does still appear like...
by mmmPI
Tue May 12, 2020 6:40 am
Forum: General discussion
Topic: When did landfill get changed to ugly brown?
Replies: 4
Views: 474

Re: When did landfill get changed to ugly brown?

this one i use to try beautifying the remaining of the landscape : https://mods.factorio.com/mod/Dectorio

there is amongst other features exhaustive landscaping options, with sands trees and rocks :)
by mmmPI
Tue May 12, 2020 6:20 am
Forum: Duplicates
Topic: [0.18.22] inconsistent chain signal behaviour
Replies: 15
Views: 370

Re: [0.18.22] inconsistent chain signal behaviour

The only inconsistency I can see is that I would not expect the regular signal you added in picture #3 to be red, as its block is empty. file.png The signal (d) is green, and i expected it to be, is that the one you meant ? if you meant the chained signal under the regular signal (c) from what i se...
by mmmPI
Tue May 12, 2020 5:50 am
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 489

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem

interesting to look at ! despite having two massive and chaotic congestion they both stabilize in around the same time :) this wiki page may help you understand a bit more about the trains that ends up out of place at then end : https://wiki.factorio.com/Railway/Train_path_finding my guess would be ...
by mmmPI
Mon May 11, 2020 6:47 pm
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 489

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem

Ok... If using only chain signals, then if somehow a train comes into filled depot cluster, it just stop and wait. But if im add usual signal, then train tries to find alternatives. When seeing the gif i thought 'that is happening because there are regular signals between the main branch and the st...
by mmmPI
Thu Apr 30, 2020 3:52 pm
Forum: Gameplay Help
Topic: Expand/Collapse Character screen
Replies: 2
Views: 171

Re: Expand/Collapse Character screen

maybe it is the settings called "interface scale", there is a slider on the top right corner in the option menu you can access from game.
by mmmPI
Thu Apr 30, 2020 3:49 pm
Forum: Gameplay Help
Topic: Map zoom
Replies: 2
Views: 138

Re: Map zoom

by default there are 2 set of hotkeys to zoom-in/out of map view, they are the same (mouse wheel). If you have a radar and are still unable to access the view as before you might have only re-bind 1 set of hotkey, which wouldn't give the ability to zoom in enough to see the map as satellite view, an...
by mmmPI
Tue Apr 28, 2020 9:50 am
Forum: Gameplay Help
Topic: Daylight sensor for when the solar panel electricity production drops below 50%?
Replies: 3
Views: 251

Re: Daylight sensor for when the solar panel electricity production drops below 50%?

I want my accumulators to get connected to the network when solar power drops below about 50% of maximum power production. Is there any way to do this? Why would you want to do this ? Most of the time one wants to connect steam engines, when accumulators are below a threshold, as a safety measure i...
by mmmPI
Tue Apr 28, 2020 8:55 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt Input Equalizer
Replies: 4
Views: 492

Re: Belt Input Equalizer

When i see this i expected the left side of the input belt (from the belt point of view looking at the flow going away) to stutter. It took me quite some time to realise that some of the input is switch from the left side of the belt to the right side of the belt when sideloading before the second s...
by mmmPI
Fri Apr 24, 2020 5:15 pm
Forum: Not a bug
Topic: Nuclear Power puts out way too much
Replies: 4
Views: 346

Re: Nuclear Power puts out way too much

Looking at the picture we can see all the heatpipes are hot, the video is short but maybe your energy consumption just increased recently. The energy can be stored under the form of steam in tanks BUT ALSO under the form of heat in pipes, maybe the pipes got heated up to 999° and are now giving back...
by mmmPI
Thu Apr 23, 2020 2:25 am
Forum: Ideas and Suggestions
Topic: Mindustry like drones in Factorio?
Replies: 3
Views: 243

Re: Mindustry like drones in Factorio?

I think those mods could suit your taste : https://mods.factorio.com/mods/kyranzor/robotarmy it is quite straigthforward to use, robots tends to be on the weak side late game (at least last time i used they had trouble with the acid on the floor ), so you need to send big swarms of them to get signi...
by mmmPI
Wed Apr 22, 2020 9:08 pm
Forum: Outdated/Not implemented
Topic: Wait Condition: Station disabled
Replies: 2
Views: 183

Re: Wait Condition: Station disabled

Alternatively you can set conditions on trains for " inactivity : XX seconds " .

If a station is empty, the train will stay inactive and then leave for the next one. Easy , and no circuit.

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